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How to synchronize clothing and character morphs?
PerttiA said:
zeni1agent said:
I have a character and clothes attached to it.
But when I apply some character morphs, the clothes on them don't look very good.
I created a morph for clothes with the shape I needed
But how do you load it and sync it with your character? if the character's morph also deforms the clothes.
Which character?
Have you fitted the clothing to the character, or just parented it?
If you fit a clothing, it will follow the morphs that are activated on the character.
The character is Genesis female 8
Clothes are my own file
eyeball issues after converting G8 -> G9I finally got MF's figure converter G8 -> G9, and it did a fantastic job.
However, when I dial in the converted morph, the eyeballs are too small.
When the converter was recommended to me I was told this was normal and not to freak out; I just needed to adjust the eyeball rigging. However, for the life of me I can't find instructions on how to actually DO that.
I did run Shape Rigger Plus G9 Edition already.
Help?
Duplicate Formulas Found in Filescrosswind said:
I've not seen that "duplicate files/formulas" error so far... maybe you can show me how to reproduce it...
You can reproduce this error by downloading the old Genesis 1 base figure in scene. Daz Studio will notify you of duplicate formulas found and direct you to the log file. In the log.txt you need to find the line Duplicate formula found. After this line comes the name of the first of the conflicting files (tag Previous:). And after the Duplicate: tag there is the path to the second file. After the input: and output: tags, you will see identifiers that have the same names in both files. This is the problem. Because, as noted earlier in this thread, identifiers must have unique names. You can change the identifier in one of the files and the message about duplicate formulas will disappear. Will the morph work? Of course, it would be better if the author corrected the file. However, he could be helped if you provide him with the information obtained from the log file.
How to Adjust Rigging to Shape for Hair3DmentiaNull said:
Hi crosswind, Just wanted to say thanks again for this tut! I tested it on OOT Rochelle Ponytail Hair for G3F. Having such a long tail, it seemed like an especially good test - the tail goes from the head down to the pelvis of G3. I dialed in an arbitrary smaller head morph, followed the instructions and got a perfect result, and the long tail could even be shortened to neck length without kinks! However, it was an example of a hair that I might decide to fit manually, cause the tail itself is not conforming (something I hadn't noticed). But when really needing to use "fit to" it seems like this method would work even for shoulder length hair, if you could find a good face group or surface to use - I'll certainly be trying this approach . Thanks again for all your help!
/ peaceNo problem ! Take your time ~

How to Adjust Rigging to Shape for HairHi crosswind, Just wanted to say thanks again for this tut! I tested it on OOT Rochelle Ponytail Hair for G3F. Having such a long tail, it seemed like an especially good test - the tail goes from the head down to the pelvis of G3. I dialed in an arbitrary smaller head morph, followed the instructions and got a perfect result, and the long tail could even be shortened to neck length without kinks! However, it was an example of a hair that I might decide to fit manually, cause the tail itself is not conforming (something I hadn't noticed). But when really needing to use "fit to" it seems like this method would work even for shoulder length hair, if you could find a good face group or surface to use - I'll certainly be trying this approach . Thanks again for all your help!
/ peaceHuge Opportunity for the Future of DAZ if they are bold enough to embrace it.lilweep said:
in blender, ideally you would want the HD morph on a multires modifier, not actually baked out. The higher subdiv mesh is unwieldy for animators and posing. I think diffeomorphic puts the HD on a multires? (I havent used it for a while.)
Anyways, my point was about moving toward a more seamless experience in other softwares (Blender as an example because it is so popular), and the fact that things like HD clearly dont behave exactly the same as in Daz, so its an opportunity for improvement, in line with the purpose of this thread.I'm not sure how that could be achieved short of making Genesis figures native to other programs (which is my dream scenario described above). To do that as an export from DS, you'd need to bake EVERY subdivision level, not just for the figure but also for all desired morphs, into a multires figure/LOD modifier, which would be rather unwieldy.
Huge Opportunity for the Future of DAZ if they are bold enough to embrace it.Gordig said:
lilweep said:
Thats not the same as a diallable morph though. Having a baked subdivision or a baked displacement map is not dynamic, whereas HD morphs are dynamic. In Daz HD morphs can be ERC linked so can be blendshapes for HD facial expressions, and creases, or HD muscle blendshapes and so on.
It's not really a limitation of the bridges anyway, i think it's a limitation of the endpoint softwares. I dont think there is such a thing as a HD shapekeys in Blender for example, but im not a Blender expert.
Morphs you export on a baked HD figure are also HD, at least as far as I can tell.
in blender, ideally you would want the HD morph on a multires modifier, not actually baked out. The higher subdiv mesh is unwieldy for animators and posing. I think diffeomorphic puts the HD on a multires? (I havent used it for a while.)
Anyways, my point was about moving toward a more seamless experience in other softwares (Blender as an example because it is so popular), and the fact that things like HD clearly dont behave exactly the same as in Daz, so its an opportunity for improvement, in line with the purpose of this thread.Huge Opportunity for the Future of DAZ if they are bold enough to embrace it.Gordig said:
lilweep said:
Thats not the same as a diallable morph though. Having a baked subdivision or a baked displacement map is not dynamic, whereas HD morphs are dynamic. In Daz HD morphs can be ERC linked so can be blendshapes for HD facial expressions, and creases, or HD muscle blendshapes and so on.
It's not really a limitation of the bridges anyway, i think it's a limitation of the endpoint softwares. I dont think there is such a thing as a HD shapekeys in Blender for example, but im not a Blender expert.
Morphs you export on a baked HD figure are also HD, at least as far as I can tell.
The point of HD morphs, or their equivalents in other applications, is that you get the rigging for the lower resolution base cage (which helps to avoid some issues with dense meshes) and the details of the HD morphs. Making an HD version of the figure will have an impact on how it poses, a negative impact as far as the original design intent goes.
Huge Opportunity for the Future of DAZ if they are bold enough to embrace it.lilweep said:
Thats not the same as a diallable morph though. Having a baked subdivision or a baked displacement map is not dynamic, whereas HD morphs are dynamic. In Daz HD morphs can be ERC linked so can be blendshapes for HD facial expressions, and creases, or HD muscle blendshapes and so on.
It's not really a limitation of the bridges anyway, i think it's a limitation of the endpoint softwares. I dont think there is such a thing as a HD shapekeys in Blender for example, but im not a Blender expert.
Morphs you export on a baked HD figure are also HD, at least as far as I can tell.
How to synchronize clothing and character morphs?zeni1agent said:
I have a character and clothes attached to it.
But when I apply some character morphs, the clothes on them don't look very good.
I created a morph for clothes with the shape I needed
But how do you load it and sync it with your character? if the character's morph also deforms the clothes.
Which character?
Have you fitted the clothing to the character, or just parented it?
If you fit a clothing, it will follow the morphs that are activated on the character.
How to create the effect that you can change some parts of clothes by draging parametersThese are build into the clothing by designer.
Now the cloting also usually inherit your caracter morps so you can use this, find the breast morph on the clothing and make it a bit larger if you have clipping on a shirt.
Zero morphs don't translate but adding -.1% to Ears Flat Morph you use this to flatten ears on hair behind elf like ears.I tend to use hexagon for basic stuff as you can simply push stuff to it modify the mesh and push back as an morph or new object.
Duplicate Formulas Found in Filescrosswind said:
RexRed said:
crosswind said:
Yes, as Richard mentioned, it doesn't matter with duplicate files other than duplicate URIs / formulas.
As for Turbo Loaders, they don't create either duplicate files or duplicate formulas even if one does something wrong with it. But they may bring wrong results of morph... if one partially deactivates dsf files under a single product 'cause ERC kinks may break.
As I said I have 11,000+ assets and I never get duplicate file/formula errors.
I laid out how the Download Manger installs a glut of files and then offers you the ability to change content locations.
This initial install must be prevented and default locations set before any files get installed or your library will be fractured.
In this case updates may be installed in an incorrect place resulting in duplicate files.
As for Turbo Loader yes it deals with morphs but the error message you get when you create duplicate morphs (which is very easy to do with turbo loader) is the standard duplicate "file" error.
It does not say duplicate morphs is says duplicate files/formulas.
I have had to reinstall 11,000 assets twice due to Turbo Loader creating "duplicate files/formulas".
Crosswind, do you own all of the Turbo Loader scrtipts for all of the Genesis figures?
Have you used it on a regular basis? I have...
When you have 11,000 assets it can become quite necessary.
It is very easy to click the wrong thing and end up wiith the duplicate "file" error when using Turbo Loader.
Once this error surfaces the only sure way to fix it is to reinstall your content.
One wrong click with Turbo Loader can duplicate "thousands" of files. Yes, thousands.
Files, morphs, formulas whatever, you get the same duplicate file error message.
I believe most duplicate files/formulas get discovered by Daz rather quickly and patched.
But duplicate files/formulas created by a fractured library is much more subtle and harder to troubleshoot.
A fractured library is a less reported culpret.
I've not seen that "duplicate files/formulas" error so far... maybe you can show me how to reproduce it. I just own Turbo Loader for G3, G8 as well as Booster Utilities, and yea, I used to use them pretty frequently, I have nearly 30+ morph assets.
But since DS 4.21+ when the asset loading speed had been siginificantly improved, now I rarely use them, probably on quarterly or semiyearly basis lah ~~ but I still keep quite a lot of morphs disabled.
I would respond to your question but I don't want to deal with Richard complaining about me diverting the tread topic.
Even though the original poster did not rule out the possible use of Turbo Loader.
I would start a topic on the subject but it has to be phrased as a question and not a "discussion" like it says in the forum. These are supposed to be "discussions". Richard would complain about that as well.
This is a discussion on duplicate formulas which one would think also encompases duplicate files which can create the same exact error message.
A duplicate file that contains a duplicate formula. Yes, there is such a thing...
Duplicate Formulas Found in "FILES"...
The problem is not alwsy the duplicate formula... but it is the duplicate file containing the formula.
How to synchronize clothing and character morphs?I have a character and clothes attached to it.
But when I apply some character morphs, the clothes on them don't look very good.
I created a morph for clothes with the shape I needed
But how do you load it and sync it with your character? if the character's morph also deforms the clothes.
Huge Opportunity for the Future of DAZ if they are bold enough to embrace it.Thats not the same as a diallable morph though. Having a baked subdivision or a baked displacement map is not dynamic, whereas HD morphs are dynamic. In Daz HD morphs can be ERC linked so can be blendshapes for HD facial expressions, and creases, or HD muscle blendshapes and so on.
It's not really a limitation of the bridges anyway, i think it's a limitation of the endpoint softwares. I dont think there is such a thing as a HD shapekeys in Blender for example, but im not a Blender expert.
Morphing Dinner Plate, Round to Octagonal and then some..Thank you!
Must admit I was utterly gob-smacked when I first tried the octagonal morph outside the 0-100% range. I really wasn't expecting the lobed or star shape to appear at all.
The mesh is all triangles, which I know is far from ideal - I modelled a round plate and octagonal plate in a stress modeller when I first did it, ensuring that the elements were 8 noded parabolic formulation shell elements for accuracy. Each 8 noded shell then exported as 6 triangles, and I didn't have enough sense at the time to simply rewrite the exporter or re-mesh as linear quad facets. To re-create the model now would be to abandon all modern modellers and return to one that was a bit out of date in 2004. It wasn't something I wanted to do when re-vamping this prop.
Regards,
Richard
Duplicate Formulas Found in FilesRexRed said:
crosswind said:
Yes, as Richard mentioned, it doesn't matter with duplicate files other than duplicate URIs / formulas.
As for Turbo Loaders, they don't create either duplicate files or duplicate formulas even if one does something wrong with it. But they may bring wrong results of morph... if one partially deactivates dsf files under a single product 'cause ERC kinks may break.
As I said I have 11,000+ assets and I never get duplicate file/formula errors.
I laid out how the Download Manger installs a glut of files and then offers you the ability to change content locations.
This initial install must be prevented and default locations set before any files get installed or your library will be fractured.
In this case updates may be installed in an incorrect place resulting in duplicate files.
As for Turbo Loader yes it deals with morphs but the error message you get when you create duplicate morphs (which is very easy to do with turbo loader) is the standard duplicate "file" error.
It does not say duplicate morphs is says duplicate files/formulas.
I have had to reinstall 11,000 assets twice due to Turbo Loader creating "duplicate files/formulas".
Crosswind, do you own all of the Turbo Loader scrtipts for all of the Genesis figures?
Have you used it on a regular basis? I have...
When you have 11,000 assets it can become quite necessary.
It is very easy to click the wrong thing and end up wiith the duplicate "file" error when using Turbo Loader.
Once this error surfaces the only sure way to fix it is to reinstall your content.
One wrong click with Turbo Loader can duplicate "thousands" of files. Yes, thousands.
Files, morphs, formulas whatever, you get the same duplicate file error message.
I believe most duplicate files/formulas get discovered by Daz rather quickly and patched.
But duplicate files/formulas created by a fractured library is much more subtle and harder to troubleshoot.
A fractured library is a less reported culpret.
I've not seen that "duplicate files/formulas" error so far... maybe you can show me how to reproduce it. I just own Turbo Loader for G3, G8 as well as Booster Utilities, and yea, I used to use them pretty frequently, I have nearly 30+ morph assets.
But since DS 4.21+ when the asset loading speed had been siginificantly improved, now I rarely use them, probably on quarterly or semiyearly basis lah ~~ but I still keep quite a lot of morphs disabled.
The older generation: Victoria 2/3, Michael 2/3 and their children rendersProbably have to model up the type of Geografts or geoshells produced by people like Cayman Studios to use G9 textures on G8F/M. The alternative UV's would have to be created too.
The greografts/shells would be non-shareable as they are derived works. However, if it could be done in a free modeller that keeps a full step-by-step session file, then that could be shared and simply re-run the session file. As it happens, I have written such a modeller, and an example severely shortened segment of a session file is:
OPEN,C:\rww\DAZ\Models\Socket Set\Socket Set Refined.mdf
Zoom,In,376,90
View,Front
Zoom,Area,371,20,520,80
Zoom,In,293,264
Zoom,Out,171,228
Plot,All
Zoom,Area,204,225,261,276
Zoom,Out,226,296
Plot,All
View,Back
Zoom,Area,323,26,408,65
Node,Select,All
Point,Select,None
Line,Select,None
Element,Select,None
Node,Move,1,-0.743590593337999,-2.20000004395842,10.8769226074218
Node,Move,2,-0.743590593337999,-2.20000004395842,10.5115389823913Save,C:\rww\DAZ\Models\Socket Set\Socket Set Refined.mdf
Zoom,Area,327,8,416,55
Zoom,Out,350,322
Plot,All
Zoom,Area,311,246,384,278
Export,Obj,C:\rww\DAZ\Models\Socket Set\Socket Set Refined.objThe alternative UV's would be a problem.
Hmm. Maybe not so much if you have SY's V3/V4 clones for G8F/M, as the G8 could be morphed to the V3/V4 shape, export as obj. Then it should be possible to transfer those UV's to a V3/V4 shape. If there is no currently available program to do it, it wouldn't be impossible to write one. This bit couldn't be shared, but the instructions/program could be.
Regards,
Richard
Duplicate Formulas Found in Filescrosswind said:
Yes, as Richard mentioned, it doesn't matter with duplicate files other than duplicate URIs / formulas.
As for Turbo Loaders, they don't create either duplicate files or duplicate formulas even if one does something wrong with it. But they may bring wrong results of morph... if one partially deactivates dsf files under a single product 'cause ERC kinks may break.
As I said I have 11,000+ assets and I never get duplicate file/formula errors.
I laid out how the Download Manger installs a glut of files and then offers you the ability to change content locations.
This initial install must be prevented and default locations set before any files get installed or your library will be fractured.
In this case updates may be installed in an incorrect place resulting in duplicate files.
As for Turbo Loader yes it deals with morphs but the error message you get when you create duplicate morphs (which is very easy to do with turbo loader) is the standard duplicate "file" error.
It does not say duplicate morphs is says duplicate files/formulas.
I have had to reinstall 11,000 assets twice due to Turbo Loader creating "duplicate files/formulas".
Crosswind, do you own all of the Turbo Loader scrtipts for all of the Genesis figures?
Have you used it on a regular basis? I have...
When you have 11,000 assets it can become quite necessary.
It is very easy to click the wrong thing and end up wiith the duplicate "file" error when using Turbo Loader.
Once this error surfaces the only sure way to fix it is to reinstall your content.
One wrong click with Turbo Loader can duplicate "thousands" of files. Yes, thousands.
Files, morphs, formulas whatever, you get the same duplicate file error message.
I believe most duplicate files/formulas get discovered by Daz rather quickly and patched.
But duplicate files/formulas created by a fractured library is much more subtle and harder to troubleshoot.
A fractured library is a less reported culpret.
Police Artist question (solved)Does Police Artist sill require the use of Morph Loader Pro or are there morphs that are directly loadable?
Duplicate Formulas Found in FilesYes, as Richard mentioned, it doesn't matter with duplicate files other than duplicate URIs / formulas.
As for Turbo Loaders, they don't create either duplicate files or duplicate formulas even if one does something wrong with it. But they may bring wrong results of morph... if one partially deactivates dsf files under a single product 'cause ERC kinks may break.







